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Thursday, May 9, 2013

Virtual Reality worlds and their resurgence via The Oculus Rift.

        The Oculus Rift A technological marvel. Virtual reality, now at its finest apparently. Virtual reality glasses are certainly becoming popular, and with trending topics relating to 3D for the modern era (3D vision for your desktop, and the idea of Google Glass virtual HUD on the go) has created a notable resurgence. With the amazing things they can achieve, it's more of a wonder they aren't used for more pragmatic solutions. Which brings me to why a seemingly niche technology (for entertainment) which utterly failed in the 90's is somewhat current and relevant in today's world.


Lawnmower man - apparent pinnacle of VR awesomeness...Not.
         Throughout the 90's there was a mass surge in virtual reality, and virtual reality glasses. You practically couldn't get through a movie without running into someone regarding the technology. It would appear, I'm not the only one with that sentiment. The over-aching problems, I firmly believe, are rooted in a lack of a standardized platform, no professional applications or or actual OS support/Interface design – and certainly from an economic standpoint – lack of a major backer. None of the big players really took it on, the wide variance of platforms, no applications that were designed to interface with virtual reality – cert iWear VR920 can go for under $500.



ainly no legitimate interface to speak of – all of this combined to make a very hard sell. Of course, with the price points (Which I remember sets going for 5 to 10 thousand when i was a kid in the 90's), it just wasn't meant to be. However, the sad part is the average display today, which only shows 800x600 is around $1000-$1,500 USD, though cheaper end models, such as the

Back...to the Future..wait, what?
         Of course, with all those negatives, in a manner of speaking, its any wonder it's something that still excites people, particularly in this day and age. Amazing technology, thanks to Moore's Law, has grown the technology necessary for virtual reality worlds, to a level commensurate with a consumer-end product. With extraordinary platforms allowing us relatively, unfettered access to a wide range of applications, big players to take on various projects (Just look at Sony's VR sets, like the new Prototype-SR), and a developed open market for people to put in their own design aesthetic (and the hardware to back it up), easily paves the way. If anything, the Wii, for instance, has shown a clear desire for more interactivity in people's gaming, as it won this generations console wars, selling almost 100million units. It led Sony to develop the MOVE for Playstation, and Microsoft to develop the Kinect for the Xbox 360. Rather than Niche, people are more and more, wanting these interactive technologies to play with. All that really stands in their way is price-point. Depending on your budget, grabbing a Kinect could have been a bit more expensive than you'd like. Certainly if you're into 3D, the 3D vision could be a tough sell unless you've got some extra cash on the side – after all getting the kid isn't the beginning, as to efficiently use them, you need a monitor with some capability (and for best results something 3D ready and/or 120Hz capable at least, which combined can easily land you around $500 or so).

How immersive can a brick on your face, be? We'll see..see, get it?
         Certainly a bit of wonder, but if anything, it's certain the with over 10,000 units pre-ordered already, the Oculus Rift is making waves. In a world that now has access to the technological hardware to make VR something of a pragmatic gaming solution, it's evident, regardless of whether it's niche or not – there's a market for it, people are craving it – the Oculus Rift may be the technology that brings virtual reality worlds – virtual reality in general – to the masses.
    

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